1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | */ |
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14 | |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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16 | |
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17 | #include "md3_data.h" |
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18 | |
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19 | #include "md3_bone_frame.h" |
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20 | #include "md3_tag.h" |
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21 | #include "md3_mesh.h" |
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22 | |
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23 | #include "material.h" |
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24 | |
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25 | #include "debug.h" |
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26 | |
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27 | namespace md3 |
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28 | { |
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29 | |
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30 | /******************************************************************************** |
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31 | * MD3Data * |
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32 | ********************************************************************************/ |
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33 | |
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34 | /** |
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35 | \brief simple constructor |
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36 | */ |
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37 | MD3Data::MD3Data(const std::string& modelFileName, const std::string& skinFileName, float scale) |
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38 | { |
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39 | this->filename = modelFileName; |
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40 | |
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41 | this->parentTagIndex = -1; |
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42 | this->parent = NULL; |
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43 | |
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44 | this->animationState.currentFrame = 0; |
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45 | this->animationState.nextFrame = 1; |
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46 | this->animationState.interpolationFraction = 0.0f; |
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47 | |
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48 | this->animation = NULL; |
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49 | this->bInterpolate = false; |
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50 | this->upperBound = 0; |
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51 | |
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52 | this->loadModel(modelFileName); |
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53 | // this->loadSkin(skinFileName); |
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54 | this->init(); |
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55 | } |
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56 | |
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57 | |
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58 | /** |
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59 | \brief simple destructor |
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60 | |
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61 | this will clean out all the necessary data for a specific md2model |
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62 | */ |
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63 | MD3Data::~MD3Data() |
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64 | { |
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65 | delete this->header; |
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66 | } |
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67 | |
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68 | |
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69 | /** |
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70 | * init data |
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71 | */ |
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72 | void MD3Data::init() |
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73 | { |
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74 | // create the temporary data to work with (interpolation data) |
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75 | this->tmpBoneFrame = new MD3BoneFrame(); |
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76 | |
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77 | this->tmpMesh = new sVec3D*[this->header->meshNum]; |
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78 | for( int i = 0; i < this->header->meshNum; i++) |
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79 | this->tmpMesh[i] = new sVec3D[this->meshes[i]->header->vertexNum]; |
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80 | |
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81 | this->tmpNormal = new MD3Normal*[this->header->meshNum]; |
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82 | for( int i = 0; i < this->header->meshNum; i++) |
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83 | this->tmpNormal[i] = new MD3Normal[this->meshes[i]->header->vertexNum]; |
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84 | |
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85 | // there are at most 4 different models and submodels |
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86 | this->tmpMatrix = new float*[4]; |
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87 | for( int i = 0; i < 4; i++) |
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88 | this->tmpMatrix[i] = new float[16]; |
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89 | |
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90 | } |
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91 | |
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92 | |
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93 | /** |
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94 | * link a model at the specified tag position to this model. if the position is already |
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95 | * occupied, the old submodel will be replaced |
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96 | * |
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97 | * @param tagIndex: tag to link the submodel to |
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98 | * @param child: the submodel that should be linked to this model |
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99 | */ |
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100 | void MD3Data::addLinkedModel(int tagIndex, MD3Data* child) |
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101 | { |
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102 | this->sortedMap[tagIndex] = child; |
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103 | child->parentTagIndex = tagIndex; |
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104 | } |
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105 | |
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106 | |
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107 | |
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108 | /** |
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109 | * Return the index of the tag with the given name for this model. |
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110 | * |
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111 | * This will return -1 if their is no such tag. |
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112 | */ |
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113 | int MD3Data::getTagIndexByName(std::string tagName) |
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114 | { |
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115 | int res = -1; |
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116 | |
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117 | if( this->header->boneFrameNum > 0) { |
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118 | MD3Tag** tags = this->boneFrames[0]->tags; |
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119 | for( int i = 0; i < this->header->tagNum; i++) |
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120 | if( tags[i]->name.find(tagName) == std::string::npos) |
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121 | return i; |
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122 | } |
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123 | |
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124 | return res; |
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125 | } |
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126 | |
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127 | |
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128 | |
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129 | /** |
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130 | \brief this will load the whole model data (vertices, opengl command list, ...) |
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131 | * @param fileName: the name of the model file |
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132 | \return true if success |
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133 | */ |
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134 | bool MD3Data::loadModel(const std::string& fileName) |
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135 | { |
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136 | FILE *pFile; //file stream |
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137 | // char* buffer; //buffer for frame data |
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138 | int fileOffset = 0; // file data offset |
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139 | |
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140 | |
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141 | //! @todo this chek should include deleting a loaded model (eventually) |
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142 | if (fileName.empty()) |
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143 | return false; |
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144 | |
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145 | PRINTF(0)("opening file: %s\n", fileName.c_str()); |
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146 | pFile = fopen(fileName.c_str(), "rb"); |
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147 | if( unlikely(!pFile)) |
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148 | { |
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149 | PRINTF(1)("Couldn't open the MD3 File for loading. Exiting.\n"); |
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150 | return false; |
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151 | } |
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152 | fileOffset += this->readHeader(pFile, fileOffset); |
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153 | /* check for the header version: make sure its a md2 file :) */ |
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154 | if( unlikely(this->header->version != MD3_VERSION) && unlikely(this->header->ident != MD3_IDENT)) |
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155 | { |
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156 | PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str()); |
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157 | return false; |
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158 | } |
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159 | |
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160 | |
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161 | // check if the filesize is correct |
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162 | if( this->header->fileSize > this->header->tagStart && |
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163 | this->header->fileSize >= this->header->meshStart) |
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164 | { |
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165 | bool bBoneFrames, bTags, bMeshes; |
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166 | bBoneFrames = ( this->header->boneFrameNum == 0); |
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167 | bTags = ( this->header->tagNum == 0); |
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168 | bMeshes = ( this->header->meshNum == 0); |
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169 | |
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170 | // read different parts of the model in correct order |
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171 | while( !(bBoneFrames && bTags && bMeshes)) |
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172 | { |
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173 | printf("while, fileOffset = %i\n", fileOffset); |
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174 | if( fileOffset == this->header->boneFrameStart && !bBoneFrames) |
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175 | { |
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176 | fileOffset += this->readBoneFrames(pFile, fileOffset); |
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177 | bBoneFrames = true; |
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178 | } |
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179 | else if( fileOffset == this->header->tagStart && !bTags) |
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180 | { |
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181 | fileOffset += this->readTags(pFile, fileOffset); |
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182 | bTags = true; |
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183 | } |
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184 | else if( fileOffset == this->header->meshStart && !bMeshes) |
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185 | { |
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186 | fileOffset += this->readMeshes(pFile, fileOffset); |
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187 | bMeshes = true; |
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188 | } |
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189 | } |
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190 | |
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191 | } |
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192 | |
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193 | fclose(pFile); |
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194 | |
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195 | return true; |
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196 | } |
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197 | |
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198 | |
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199 | /** |
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200 | \brief loads the skin/material stuff |
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201 | * @param fileName: name of the skin file |
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202 | \return true if success |
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203 | */ |
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204 | bool MD3Data::loadSkin(const std::string& fileName) |
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205 | { |
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206 | // if( fileName.empty()) |
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207 | // { |
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208 | // this->skinFileName = ""; |
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209 | // return false; |
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210 | // } |
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211 | // |
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212 | // this->skinFileName = fileName; |
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213 | // |
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214 | // this->material.setName("md2ModelMaterial"); |
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215 | // this->material.setDiffuseMap(fileName); |
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216 | // this->material.setIllum(3); |
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217 | // this->material.setAmbient(1.0, 1.0, 1.0); |
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218 | |
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219 | return true; |
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220 | } |
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221 | |
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222 | |
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223 | /** |
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224 | * read heaader |
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225 | */ |
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226 | int MD3Data::readHeader(FILE* pFile, int fileOffset) |
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227 | { |
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228 | PRINTF(0)("Reading Header\n"); |
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229 | |
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230 | this->header = new MD3Header; |
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231 | fread(this->header, 1, sizeof(MD3Header), pFile); |
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232 | |
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233 | //header debug: |
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234 | PRINTF(0)("MD3 Header debug section======================================\n"); |
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235 | printf("ident: %i\n", this->header->ident); |
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236 | printf("version: %i\n", this->header->version); |
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237 | printf("filename: %s\n", this->header->filename); |
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238 | printf("boneFrameNum: %i\n", this->header->boneFrameNum); |
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239 | printf("tag number: %i\n", this->header->tagNum); |
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240 | printf("mesh number: %i\n", this->header->meshNum); |
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241 | printf("max tex num: %i\n", this->header->maxTexNum); |
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242 | printf("bone frame start: %i\n", this->header->boneFrameStart); |
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243 | printf("tag start: %i\n", this->header->tagStart); |
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244 | printf("mesh start: %i\n", this->header->meshStart); |
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245 | printf("fileSize: %i\n", this->header->fileSize); |
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246 | |
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247 | return sizeof(MD3Header); |
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248 | } |
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249 | |
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250 | |
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251 | /** |
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252 | * read bone frames |
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253 | */ |
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254 | int MD3Data::readBoneFrames(FILE* pFile, int fileOffset) |
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255 | { |
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256 | PRINTF(0)("Reading Bone Frames\n"); |
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257 | |
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258 | this->boneFrames = new MD3BoneFrame*[this->header->boneFrameNum]; |
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259 | |
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260 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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261 | { |
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262 | this->boneFrames[i] = new MD3BoneFrame(i); |
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263 | |
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264 | MD3BoneFrameData* md = new MD3BoneFrameData; |
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265 | fread(md, 1, sizeof(MD3BoneFrameData), pFile); |
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266 | this->boneFrames[i]->data = md; |
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267 | } |
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268 | |
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269 | return this->header->boneFrameNum * sizeof(MD3BoneFrameData); |
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270 | } |
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271 | |
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272 | |
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273 | /** |
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274 | * read the tags |
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275 | */ |
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276 | int MD3Data::readTags(FILE* pFile, int fileOffset) |
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277 | { |
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278 | PRINTF(0)("Reading Tags\n"); |
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279 | |
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280 | for( int i = 0; i < this->header->boneFrameNum; i++) |
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281 | { |
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282 | this->boneFrames[i]->tags = new MD3Tag*[this->header->tagNum]; |
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283 | |
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284 | for( int j = 0; j < this->header->tagNum; j++) |
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285 | { |
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286 | this->boneFrames[i]->tags[j] = new MD3Tag(); |
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287 | MD3TagData* md = new MD3TagData; |
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288 | fread(md, 1, sizeof(MD3TagData), pFile); |
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289 | this->boneFrames[i]->tags[j]->data = md; |
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290 | |
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291 | this->boneFrames[i]->tags[j]->name = std::string(this->boneFrames[i]->tags[j]->data->name); |
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292 | this->boneFrames[i]->tags[j]->position = Vector( this->boneFrames[i]->tags[j]->data->position[0], |
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293 | this->boneFrames[i]->tags[j]->data->position[1], |
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294 | this->boneFrames[i]->tags[j]->data->position[2]); |
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295 | for( int k = 0; k < 3; k++) |
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296 | for( int l = 0; l < 3; l++) |
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297 | this->boneFrames[i]->tags[j]->matrix[k][l] = this->boneFrames[i]->tags[j]->data->matrix[k][l]; |
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298 | |
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299 | //PRINTF(0)("Tag name: %s\n", this->boneFrames[i]->tags[j]->name.c_str()); |
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300 | } |
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301 | } |
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302 | |
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303 | return this->header->boneFrameNum * this->header->tagNum * sizeof(MD3TagData); |
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304 | } |
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305 | |
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306 | |
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307 | /** |
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308 | * read meshes |
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309 | */ |
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310 | int MD3Data::readMeshes(FILE* pFile, int fileOffset) |
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311 | { |
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312 | PRINTF(0)("Reading Mesh Data\n"); |
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313 | |
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314 | fileOffset = 0; |
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315 | |
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316 | this->meshes = new MD3Mesh*[this->header->meshNum]; |
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317 | |
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318 | for( int i = 0; i < this->header->meshNum; i++) |
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319 | { |
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320 | this->meshes[i] = new MD3Mesh(); |
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321 | |
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322 | int localFileOffset = 0; |
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323 | bool bTriangles, bTexVecs, bVertices, bTextures; //!< the parts that have been read so far |
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324 | |
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325 | //start reading mesh data |
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326 | MD3MeshHeader* md = new MD3MeshHeader; |
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327 | fread(md, 1, sizeof(MD3MeshHeader), pFile); |
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328 | this->meshes[i]->header = md; |
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329 | localFileOffset += sizeof(MD3MeshHeader); |
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330 | |
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331 | PRINTF(0)("MD3 Mesh Header debug section\n"); |
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332 | printf("ident: %i\n", md->id); |
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333 | printf("filename: %s\n", md->name); |
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334 | printf("meshFrameNum: %i\n", md->meshFrameNum); |
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335 | printf("textureNum: %i\n", md->textureNum); |
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336 | printf("vertexNum: %i \n", md->vertexNum); |
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337 | printf("triangleNum: %i\n", md->triangleNum); |
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338 | printf("triangleStart: %i\n", md->triangleStart); |
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339 | printf("textureStart: %i\n", md->textureStart); |
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340 | printf("texVecStart: %i\n", md->texVecStart); |
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341 | printf("vertexStart: %i\n", md->vertexStart); |
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342 | printf("fileSize: %i\n", md->meshSize); |
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343 | |
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344 | if( unlikely(this->meshes[i]->header->id != MD3_IDENT)) |
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345 | { |
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346 | PRINTF(1)("Wrong MD3 mesh file tag, file %s could be corrupt\n", this->filename.c_str()); |
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347 | return false; |
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348 | } |
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349 | |
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350 | // check which parts to be loaded |
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351 | bTriangles = ( this->meshes[i]->header->triangleNum == 0); |
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352 | bTexVecs = ( this->meshes[i]->header->vertexNum == 0); |
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353 | bVertices = ( this->meshes[i]->header->meshFrameNum == 0); |
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354 | bTextures = ( this->meshes[i]->header->textureNum == 0); |
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355 | |
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356 | // now read the data block whise |
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357 | while( !(bTriangles && bTexVecs && bVertices && bTextures)) |
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358 | { |
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359 | PRINTF(0)("while2: localOffset = %i\n", localFileOffset); |
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360 | if( localFileOffset == this->meshes[i]->header->triangleStart && !bTriangles) |
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361 | { |
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362 | localFileOffset += this->readMeshTriangles(pFile, localFileOffset, i); |
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363 | bTriangles = true; |
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364 | } |
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365 | else if( localFileOffset == this->meshes[i]->header->textureStart && !bTextures) |
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366 | { |
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367 | localFileOffset += this->readMeshTextures(pFile, localFileOffset, i); |
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368 | bTextures = true; |
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369 | } |
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370 | else if( localFileOffset == this->meshes[i]->header->texVecStart && !bTexVecs) |
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371 | { |
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372 | localFileOffset += this->readMeshTexVecs(pFile, localFileOffset, i); |
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373 | bTexVecs = true; |
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374 | } |
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375 | else if( localFileOffset == this->meshes[i]->header->vertexStart && !bVertices) |
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376 | { |
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377 | localFileOffset += this->readMeshVertices(pFile, localFileOffset, i); |
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378 | bVertices = true; |
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379 | } |
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380 | } |
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381 | fileOffset += localFileOffset; |
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382 | PRINTF(0)("finished reading mesh %i, got %i of %i byes\n", i, localFileOffset, md->meshSize); |
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383 | } |
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384 | return fileOffset; |
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385 | } |
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386 | |
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387 | |
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388 | |
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389 | /** |
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390 | * reading in the mesh triangles |
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391 | */ |
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392 | int MD3Data::readMeshTriangles(FILE* pFile, int fileOffset, int mesh) |
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393 | { |
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394 | PRINTF(0)("Reading Mesh Triangles\n"); |
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395 | // create the memomry to save the triangles |
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396 | this->meshes[mesh]->triangles = new MD3Triangle[this->meshes[mesh]->header->triangleNum]; |
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397 | fread(this->meshes[mesh]->triangles, 1, sizeof(MD3Triangle) * this->meshes[mesh]->header->triangleNum, pFile); |
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398 | |
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399 | // for( int i = 0; i < this->meshes[mesh]->header->triangleNum; i++) { |
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400 | // PRINTF(0)("Triangle read: %i, %i, %i\n", this->meshes[mesh]->triangles[i].vertexOffset[0], this->meshes[mesh]->triangles[i].vertexOffset[1] |
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401 | // , this->meshes[mesh]->triangles[i].vertexOffset[2]); |
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402 | // } |
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403 | |
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404 | return this->meshes[mesh]->header->triangleNum * sizeof(MD3Triangle); |
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405 | } |
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406 | |
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407 | |
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408 | /** |
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409 | * reading in the mesh textures |
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410 | */ |
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411 | int MD3Data::readMeshTextures(FILE* pFile, int fileOffset, int mesh) |
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412 | { |
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413 | PRINTF(0)("Reading Mesh Textures\n"); |
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414 | |
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415 | // create the textures |
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416 | this->meshes[mesh]->material = new Material[this->meshes[mesh]->header->textureNum]; |
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417 | |
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418 | MD3Texture* tex = new MD3Texture[this->meshes[mesh]->header->textureNum]; |
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419 | fread(tex, 1, sizeof(MD3Texture) * this->meshes[mesh]->header->textureNum, pFile); |
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420 | |
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421 | for( int i = 0; i < this->meshes[mesh]->header->textureNum; i++) { |
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422 | PRINTF(0)(" texture file: %s\n", tex[i].fileName); |
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423 | #warning texture stuff hard coded. make this again |
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424 | std::string path("/home/boenzlip/tmp/q3/Downloads/MOH/q3mdl-alien3/"); |
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425 | std::string path1(tex[i].fileName); |
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426 | std::string fullPath( path + path1); |
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427 | this->meshes[mesh]->material[i].setDiffuseMap(/*tex[i].fileName*/ /*fullPath.c_str()*/ "textures/creatures/gork/gorkup.tga"); |
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428 | this->meshes[mesh]->material[i].setAmbient(1, 1, 1); |
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429 | } |
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430 | |
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431 | return this->meshes[mesh]->header->textureNum * sizeof(MD3Texture); |
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432 | } |
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433 | |
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434 | |
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435 | /** |
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436 | * reading in the mesh tex vecs |
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437 | */ |
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438 | int MD3Data::readMeshTexVecs(FILE* pFile, int fileOffset, int mesh) |
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439 | { |
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440 | PRINTF(0)("Reading Mesh TexVecs\n"); |
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441 | |
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442 | this->meshes[mesh]->texVecs = new MD3TexVecs[this->meshes[mesh]->header->vertexNum]; |
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443 | fread(this->meshes[mesh]->texVecs, 1, sizeof(MD3TexVecs) * this->meshes[mesh]->header->vertexNum, pFile); |
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444 | |
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445 | // for( int i = 0; i < this->meshes[mesh]->header->vertexNum; i++) { |
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446 | // PRINTF(0)("TexVec read: %f, %f\n", this->meshes[mesh]->texVecs[i].textureCoord[0], this->meshes[mesh]->texVecs[i].textureCoord[0]); |
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447 | // } |
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448 | |
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449 | return this->meshes[mesh]->header->vertexNum * sizeof(MD3TexVecs); |
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450 | } |
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451 | |
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452 | |
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453 | /** |
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454 | * reading in the mesh vertices |
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455 | */ |
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456 | int MD3Data::readMeshVertices(FILE* pFile, int fileOffset, int mesh) |
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457 | { |
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458 | PRINTF(0)("Reading Mesh Vertices\n"); |
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459 | |
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460 | // reserver memory for the vertex informations |
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461 | this->meshes[mesh]->meshFrames = new sVec3D*[this->meshes[mesh]->header->meshFrameNum]; // * this->meshes[mesh]->header->vertexNum |
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462 | this->meshes[mesh]->normals = new MD3Normal*[this->meshes[mesh]->header->meshFrameNum]; |
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463 | |
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464 | for( int i = 0; i < this->meshes[mesh]->header->meshFrameNum; i++) |
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465 | { |
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466 | this->meshes[mesh]->meshFrames[i] = new sVec3D[this->meshes[mesh]->header->vertexNum]; |
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467 | this->meshes[mesh]->normals[i] = new MD3Normal[this->meshes[mesh]->header->vertexNum]; |
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468 | |
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469 | for( int j = 0; j < this->meshes[mesh]->header->vertexNum; j++) |
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470 | { |
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471 | // read out the compressed data |
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472 | MD3VertexCompressed* vc = new MD3VertexCompressed; |
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473 | fread(vc, 1, sizeof(MD3VertexCompressed), pFile); |
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474 | |
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475 | this->meshes[mesh]->meshFrames[i][j][0] = (float)vc->vector[0] / 64.0f; |
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476 | this->meshes[mesh]->meshFrames[i][j][1] = (float)vc->vector[1] / 64.0f; |
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477 | this->meshes[mesh]->meshFrames[i][j][2] = (float)vc->vector[2] / 64.0f; |
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478 | |
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479 | this->meshes[mesh]->normals[i][j].vertexNormal[0] = (int)vc->vertexNormal[0]; |
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480 | this->meshes[mesh]->normals[i][j].vertexNormal[1] = (int)vc->vertexNormal[1]; |
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481 | |
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482 | // PRINTF(0)("nr: %i, meshframes: %f, %f, %f, normal: %f, %f\n", i, this->meshes[mesh]->meshFrames[i][0], this->meshes[mesh]->meshFrames[i][1], |
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483 | // this->meshes[mesh]->meshFrames[i][2], this->meshes[mesh]->normals[i].vertexNormal[0], this->meshes[mesh]->normals[i].vertexNormal[1]); |
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484 | |
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485 | delete vc; |
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486 | } |
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487 | } |
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488 | |
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489 | return this->meshes[mesh]->header->meshFrameNum * this->meshes[mesh]->header->vertexNum * sizeof(MD3VertexCompressed); |
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490 | } |
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491 | |
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492 | |
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493 | |
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494 | } |
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495 | |
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496 | |
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497 | |
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498 | |
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499 | |
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500 | |
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501 | |
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